VIDEOGAMES IN EUROPE:

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1 VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012

2 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines 5 GAMING: WHO, WHAT AND HOW? Who plays videogames? 7 Frequency of gaming 8 Types of games played 9 Devices used to play games 11 Online gaming 12 PERCEPTIONS OF GAMING Interest in gaming 14 Broader media and activities interest 15 Words associated with different media/activities 17 GAMING AND THE FAMILY Parents and children who play games 20 Words associated with gaming: Parents 21 The effect of games on children 22 SUPERVISION Parental supervision of children s gaming 24 Use of parental controls 27 PEGI RATING SYSTEM Awareness, usefulness and clarity of rating systems 29 How rating systems should be applied 30

3 INTRODUCTION [ 3 ] RESEARCH OVERVIEW The European Consumer Study is a multicountry survey run by Ipsos MediaCT, in partnership with the Interactive Software Federation of Europe (ISFE). It is designed to provide a better understanding of the societal context in which games are being played today in 16 European countries. The study used a combination of online self-completion survey and offline interviews and targeted respondents aged between 16 and 64. For the purposes of this report, Gamers are defined as anyone who has played a game on any of the devices and formats listed below in the past 12 months. In, 1,320 respondents completed an online survey over a two week period in October The data was weighted to a profile of online gamers in provided from an offline nationally representative sample of 1,715 adults. GAMING FORMATS AND DEVICES COVERED APPS FREE APPS PAID APPS PAID EXTRAS ONLINE SOCIAL FREE DOWNLOAD PAID DOWNLOAD PAID EXTRAS MULTIPLAYER WEBSITE PACKAGED (DISC/CARTRIDGE) NEW PRE OWNED RENTAL CONSOLE PORTABLE MOBILE TABLET COMPUTER

4 [ 4 ] SUMMARY OVERVIEW OF GAMING 40% of the online population aged 16 to 64 years old in have played a game in the past 12 months PERCEPTIONS OF GAMING Very interested Fairly interested Not very interested Not at all interested Don t know 11% 56% 44% 42% 15% TYPES OF GAMES PLAYED: BY AGE AND GENDER ANY Video Gaming ANY Packaged ANY Apps ANY Online 28% 21% 36% 14% 20% 13% 20% 30% 11% 27% 11% 31% 18% 21% 26% 36% 40% 46% 49% 61% TOTAL Males Males Females Females % Not very/at all interested 31% 26% Fairly/very interested TOP 3 WORDS ASSOCIATED WITH GAMING ALL ONLINE GAMERS 1 Entertaining 40% 59% 2 Immersive 38% 50% 3 Fun 34% 55% GAMING AND THE FAMILY 50% of parents have children who play games 30% Parents 70% Non parents 29% Play games with their children 22% Don't play games with their children 43% Their children don't play games EFFECT OF GAMES ON CHILDREN: PARENTS OF CHILDREN WHO PLAY GAMES More No difference Less Don't know PEGI RATING SYSTEM 53% aware of PEGI age rating symbols 35% aware of PEGI content symbols 69% agree PEGI ratings should apply to app games 70% agree PEGI ratings should apply to games on social network sites Have fun Develop skills Competitive Spend time alone Creative Aggressive Informed Social 82% 67% 58% 57% 50% 34% 30% 29% 34% 27% 19% 6% 8% 13% 15% 20% 18% 16% 23% 22% 25% 24% 31% 50% % AGREE WITH STATEMENT THE MOST The age rating system for videogames should be stricter 28% overall than that used for movies The age rating system for videogames and movies 50% should be the same The age rating system for movies should be stricter 4% overall than that used for videogames 18% Don t know

5 SUMMARY [ 5 ] KEY HEADLINES 1 Incidence of gaming amongst the online population is at 40% The profile of gamers is fairly evenly distributed across age and gender, although males are more likely to have played a game in the last 12 months. 1 in 4 adults are playing weekly. For non-gamers, a lack of interest in the category is the main barrier. Online is the most popular form of gaming amongst the online population in with higher incidence levels than the traditional packaged format. 2 26% of the online population are very or fairly interested in gaming Gaming is perceived as a entertaining and fun activity by the majority of gamers. A higher percentage of gamers than non-gamers are interested in a range of other activities. There is a strong interest in technology amongst gamers (76% vs. 45% non-gamers). Gamers are also more likely to be interested in going out to bars and clubs (66% vs. 50% non-gamers) and taking part in sport (66% vs. 45% non-gamers). 3 29% of parents play games with their children 1 in 4 parents playing games with their children do so for the educational benefits. Many parents see it as having a positive impact on their child(ren). 67% believe gaming encourages their child to develop skills more. A further 1 in 2 parents believe it encourages them to be more creative and 27% say it make them more social. 4 The majority of children aged 6-15 are buying or receiving games One third of children aged have bought a game for themself, compared to 1 in 20 children aged 6-9. Over 3 in 10 parents of children aged 6 and above describe themselves as not at all or not very knowledgeable about the games that child plays. 23% of children aged 6-9 and 45% of children aged are playing games with an age rating higher than their age. 5 53% of the online population recognise PEGI age rating symbols 7 in 10 agree that PEGI ratings should be applied to app games and games on social network sites, as well as packaged games. Almost 3 in 10 believe that the age rating system for games should be stricter than movies, although 1 in 2 (50%) believe the same level of strictness should be applied to both.

6 [ 6 ] GAMING: WHO, WHAT AND HOW?

7 GAMING: WHO, WHAT AND HOW? [ 7 ] WHO PLAYS VIDEOGAMES? (ALL ONLINE RESPONDENTS) 40% of the online population aged 16 to 64 years old in have played a game in the past 12 months 56% 44% 9% % 10% % 19% % 12% % 4% % 2% % Incidence of gaming amongst the online population is at 40%. The profile of gamers is fairly evenly distributed across age and gender, skewing towards MALES in the age bracket.

8 [ 8 ] GAMING: WHO, WHAT AND HOW? FREQUENCY OF GAMING (ALL ONLINE RESPONDENTS) 24% Weekly Never 60% 9% 8% Monthly Less frequently TOP 5 REASONS FOR NOT GAMING 1 Not interested in them 60% 2 More interested in other hobbies 39% 3 No time to play them 22% 4 Don t have a console at home 16% 5 Too old to play them 12% TYPES OF GAMES PLAYED (ALL ONLINE RESPONDENTS) ANY Video Gaming ANY Packaged ANY Apps ANY Online Downloads Social Websites Multiplayer Online 10% 21% 20% 17% 17% 15% 31% 40% 24% of adults are playing weekly. For nongamers, a lack of interest in the category is the main barrier. ONLINE is the most popular form of gaming in with higher incidence levels than the traditional packaged format.

9 GAMING: WHO, WHAT AND HOW? [ 9 ] TYPES OF GAMES PLAYED: BY AGE AND GENDER ANY Video Gaming ANY Packaged ANY Apps ANY Online Downloads Social Websites Multiplayer Online 26% 28% 21% 14% 20% 13% 20% 30% 11% 27% 11% 31% 18% 21% 17% 29% 10% 19% 11% 17% 27% 9% 24% 10% 15% 26% 9% 17% 10% 10% 25% 5% 7% 5% 36% 36% 40% 46% 49% 61% TOTAL Males Males Females Females Across all categories gamers are most commonly MALES AGED 16-34, with their dominance most pronounced within Packaged (36% vs. 21% Total) and Multiplayer Online gaming (25% vs. 10% Total). Females aged are generally more active in the ONLINE gaming category than older males (36% vs. 18%). The incidence of SOCIAL gaming is at a similar level for males and females in the age group (27% males vs. 24% females).

10 [ 10 ] GAMING: WHO, WHAT AND HOW? GAMES PLAYED: FREE OR PAID FOR (ALL ONLINE RESPONDENTS) % of the online population playing each type of game Apps Multiplayer online Downloads 20% 10% 17% Free 19% Paid for 4% Free 7% Paid for 5% *Paid for game Paid for 3% *Paid to play online Free 15% Paid for 4% TYPES OF VIDEOGAMES PURCHASED IN THE LAST 12 MONTHS (ALL ONLINE RESPONDENTS) 35% Have bought a game 20% New games on disc or cartridge 10% Secondhand games on disc or cartridge 5% Online games (download/subscription/extras) 3% Games apps For APPS and DOWNLOADS, only a minority of those active in the category are playing games that have been paid for. Just over a THIRD of the online population have bought a game in the last 12 months. Of those buying games, MORE THAN HALF have bought a new packaged game.

11 GAMING: WHO, WHAT AND HOW? [ 11 ] DEVICES USED TO PLAY GAMES (ALL ONLINE RESPONDENTS) NET Console: 26% NET Portable games device: 17% NET Computer: 31% NET Mobile device: 25% 12% 7% 15% 12% 12% 4% 8% 5% 21% 22% 3% 12% 24% 3% MOST USED (ALL GAMERS) Laptop PC Android smartphone PS3 Wii 17% 15% 13% 12% 10% MOST USED (AMONGST PARENTS WHO PLAY GAMES WITH THEIR CHILDREN) Wii Android smartphone PC Laptop PS3 19% 14% 12% 11% 8% COMPUTERS (laptops and PCs) are the most commonly used device for gaming. 1 in 4 now use SMARTPHONES as a gaming device, a similar level as those using consoles. The Wii is the most popular device (19%) amongst parents who play games with their children.

12 [ 12 ] GAMING: WHO, WHAT AND HOW? 83% of gamers play games online WHEN PLAYING CONNECTED TO THE INTERNET, WHO DO YOU PLAY WITH? (ALL GAMERS) 24% Always play on my own 19% Play on my own most of the time 28% Sometimes on my own/sometimes with other online players 8% Play with other online players most of the time 4% Always play with other online players 15% Never play games online WHEN PLAYING WITH OTHERS ONLINE, WHO ARE THE OTHERS? 56% Friends (met in real life) 41% Online strangers 29% Family/relatives 29% Friends (not met in real life)

13 PERCEPTIONS OF GAMING [ 13 ]

14 [ 14 ] PERCEPTIONS OF GAMING INTEREST IN GAMING (ALL ONLINE RESPONDENTS) 42% 11% 15% 26% Fairly/very interested 73% Not very/at all interested 31% Very interested Fairly interested Not very interested Not at all interested Don t know WORDS ASSOCIATED WITH GAMING: TOP 5 SELECTED ALL ONLINE GAMERS 1 Entertaining 40% 59% 2 Immersive 38% 50% 3 Fun 34% 55% 4 Good at providing escapism 32% 45% 5 Competitive 21% 28% 26% of the online population are very or fairly interested in gaming. Gaming is perceived as an ENTERTAINING activity by 6 in 10 gamers. Around half also describe it as IMMERSIVE and FUN.

15 PERCEPTIONS OF GAMING [ 15 ] BROADER MEDIA AND ACTIVITIES INTEREST: (FAIRLY/VERY INTERESTED) All Males Males Females Females Travelling News/current affairs 86% 82% 83% 88% 89% 79% 69% 89% 75% 81% Music Internet 76% 79% 65% 86% 75% 76% 75% 75% 86% 70% Film Television 67% 62% 69% 74% 65% 59% 56% 63% 60% 56% The latest technology Going out to bars/clubs 57% 68% 63% 55% 42% 57% 65% 48% 69% 46% Literature/art Sport (taking part) 54% 41% 54% 54% 66% 53% 74% 51% 45% 44% Gaming News about celebs/famous 26% 51% 18% 24% 10% 14% 11% 5% 22% 19%

16 [ 16 ] PERCEPTIONS OF GAMING BROADER MEDIA AND ACTIVITIES INTEREST: DIFFERENCE BETWEEN GAMERS AND NON-GAMERS All Gamers Non-gamers Travelling News/current affairs 86% 87% 85% 79% 79% 78% Music Internet 76% 86% 68% 76% 90% 67% Film Television 67% 80% 59% 59% 68% 53% The latest technology Going out to bars/clubs 57% 76% 45% 57% 66% 50% Literature/art Sport (taking part) 54% 55% 53% 53% 66% 45% Gaming News about celebs/famous 26% 57% 5% 14% 20% 10% A higher percentage of gamers than non-gamers are interested in a range of other activities. There is a strong interest in TECHNOLOGY amongst gamers (76% vs. 45% non-gamers). Gamers are also more likely to be interested in GOING OUT to bars and clubs (66% vs. 50% nongamers) and taking part in SPORT (66% vs. 45% non-gamers).

17 PERCEPTIONS OF GAMING [ 17 ] WORDS ASSOCIATED WITH MEDIA/ACTIVITIES (ALL ONLINE RESPONDENTS) Entertaining Immersive Good at providing escapism Sociable Informative/educational Fun Family orientated Competitive Travelling News/current affairs 43% 26% 33% 45% 47% 56% 49% 24% 4% 8% 17% 65% 4% 9% Music Internet 58% 33% 53% 20% 11% 43% 30% 59% 41% 48% 41% 43% 41% 19% 5% Film Television 65% 22% 52% 14% 15% 50% 42% 61% 27% 51% 6% 32% 28% 36% The latest technology Going out to bars/clubs 30% 25% 17% 12% 29% 21% 13% 13% 49% 10% 53% 65% 54% 9% Literature/art Sport (taking part) 39% 24% 31% 14% 55% 21% 25% 41% 25% 44% 35% 8% 38% 29% 35% Gaming News about celebs/famous 40% 38% 32% 8% 5% 34% 11% 21% 17% 6% 14% 4% 6% Most commonly selected category for each word

18 [ 18 ] PERCEPTIONS OF GAMING WORDS ASSOCIATED WITH GAMING: DIFFERENCE BETWEEN GAMERS AND NON-GAMERS Gamers Non-gamers Entertaining Fun Immersive Good at providing escapism Competitive Family orientated Sociable Informative/ educational Gaming is perceived as IMMERSIVE, ENTERTAINING and GOOD AT PROVIDNG ESCAPISM by more than 1 in 4 non-gamers. A fifth of gamers describe gaming as a FAMILY ORIENTATED activity but only 1 in 20 nongamers would make this association.

19 GAMING AND THE FAMILY [ 19 ]

20 [ 20 ] GAMING AND THE FAMILY PARENTS AND CHILDREN WHO PLAY GAMES (ALL ONLINE RESPONDENTS) 50% of parents have children who play games 30% Parents 70% Non parents 29% Play games with their children 22% Don't play games with their children Their children don't play 43% games Don't know REASONS PARENTS PLAY GAMES WITH THEIR CHILDREN To spend time with them It s a fun activity for all the family They ask me to I enjoy playing with them 33% 32% 31% 31% Educational benefits Health and fitness benefits To monitor what games they play To monitor how long they play for 23% 19% 10% 10% 50% of parents have children that play games. Of these, AROUND 3 in 5 play with their children (29% parents play games with their children vs. 22% who don t). A third of parents like to SPEND TIME playing games with their children. A further third describe it as a FUN ACTIVITY FOR ALL THE FAMILY. Just under a quarter of parents who play games with their children say they have EDUCATIONAL BENEFITS.

21 GAMING AND THE FAMILY [ 21 ] WORDS ASSOCIATED WITH GAMING: DIFFERENCE BETWEEN PARENTS OF CHILDREN WHO PLAY GAMES AND NON-PARENTS Parents of children who play games Non-parents Entertaining Good at providing escapism Immersive Fun Competitive Family orientated Sociable Informative/ educational There is little or no difference in the words associated with gaming between parents of children who play games and non-parents. Slightly more parents then non-parents describe gaming as GOOD AT PROVIDING ESCAPISM and FAMILY ORIENTATED.

22 [ 22 ] GAMING AND THE FAMILY EFFECT OF GAMES ON CHILDREN: PARENTS OF CHILDREN WHO PLAY GAMES More No difference Less Don't know Have fun Develop skills Competitive Spend time alone Creative Aggressive Informed Social 29% 27% 34% 82% 67% 58% 57% 50% 30% 34% 19% 6% 8% 13% 15% 20% 18% 16% 23% 22% 25% 24% 31% 50% WORDS ASSOCIATED WITH GAMING: PARENTS OF CHILDREN WHO PLAY GAMES Informative/educational 4% Family orientated 14% vs. vs. PARENTS OF CHILDREN WHO DON T PLAY GAMES Informative/educational 11% Family orientated 7% Many parents see gaming as having a positive impact on their child(ren). 67% believe gaming encourages their child to develop their SKILLS more. A further 1 in 2 believe it encourages them to be more CREATIVE. For parents of children who don t play games, the family orientated nature of gaming is rarely acknowledged.

23 SUPERVISION [ 23 ]

24 [ 24 ] SUPERVISION WHETHER PARENTS BUY THEIR YOUNGEST CHILD S GAMES AGE OF CHILD* Never (+child doesn t buy/receive) Never (but child does buy/receive) Rarely Sometimes Most of the time Always 5 and under 33% 9% 11% 20% 25% 6 to 9 11% 19% 14% 25% 29% 10 to 15 11% 10% 16% 30% 17% 16% WHETHER THE CHILD IS PRESENT DURING PURCHASE AGE OF CHILD* Don t buy games for youngest child Never Rarely Sometimes Most of the time Always 5 and under 42% 9% 19% 20% 9% 6 to 9 12% 14% 35% 21% 17% 10 to 15 21% 7% 7% 19% 27% 19% *Parents were asked in reference to their YOUNGEST child only Most children aged 6 and above are buying or receiving games. 29% parents of children aged 6-9 always buy that child s games, compared to 16% of parents of children aged

25 SUPERVISION [ 25 ] WHETHER CHILD BUYS THEIR OWN GAMES AGE OF CHILD* Never (child doesn t receive games) Never (but do receive games) Rarely Sometimes Most of the time Always 5 and under 33% 62% 6 to 9 92% 10 to 15 11% 53% 10% 19% 4% HOW KNOWLEDGEABLE PARENTS ARE ABOUT THE GAMES THEIR CHILD PLAYS AGE OF CHILD* Child doesn t play Not at all Not very Quite Very 5 and under 29% 12% 29% 29% 6 to 9 5% 31% 40% 20% 10 to 15 7% 25% 38% 17% *Parents were asked in reference to their YOUNGEST child only One third of children aged have bought a game for themselves, compared to 1 in 20 children aged 6-9. Over 3 in 10 parents of children aged 6 and above describe themselves as not at all or not very knowledgeable about the games that child plays.

26 [ 26 ] SUPERVISION WHETHER CHILD PLAYS GAMES WITH A HIGHER AGE RATING THAN THEIR AGE AGE OF CHILD* Child doesn t play games Don t know Never Rarely Sometimes Often 5 and under 29% 27% 23% 16% 5% 6 to 9 45% 30% 16% 7% 10 to 15 36% 16% 32% 13% WHETHER CHILD PLAY GAMES WITH HIGHER AGE RATING THAN THEIR AGE AT A FRIEND S HOME ** 12% Aged 5 and under play games at a friend s home 29% Aged 6-9 play games at a friend s home 63% Aged play games at a friend s home Don t know No, never Yes, rarely Yes, sometimes Yes, often AGE OF CHILD* 5 and under 22% 17% 58% 6 to 9 8% 40% 31% 18% 10 to 15 18% 6% 20% 39% 16% *Parents were asked in reference to their YOUNGEST child only **Note low base sizes for this question (n < 50) 23% of children aged 6-9 and 45% of children aged are sometimes/often playing games with an age rating higher than their age.

27 SUPERVISION [ 27 ] USE OF PARENTAL CONTROLS (PARENTS OF CHILDREN WHO PLAY GAMES) FOR CHILDREN AGED 5 OR UNDER 15% use parental control settings to limit what their youngest child can access on their games consoles 26% WHAT RESTRICTED 9% Amount of play time 8% Online access through the console 7% Games played by age rating use parental control settings to limit the amount of time their children spend online or to prevent them from accessing certain programs and websites FOR CHILDREN AGED % use parental control settings to limit what their youngest child can access on their games consoles 32% FOR CHILDREN AGED % use parental control settings to limit what their youngest child can access on their games consoles 47% WHAT RESTRICTED 17% Online access through the console 13% Games played by age rating 8% Amount of play time use parental control settings to limit the amount of time their children spend online or to prevent them from accessing certain programs and websites WHAT RESTRICTED 21% Amount of play time 21% Games played by age rating 15% Online access through the console use parental control settings to limit the amount of time their children spend online or to prevent them from accessing certain programs and websites

28 [ 28 ] PEGI RATING SYSTEM

29 PEGI RATING SYSTEM [ 29 ] AWARENESS OF RATING SYSTEMS (ALL ONLINE RESPONDENTS) 22% 14% aware of ANY age rating system for videogames aware of PEGI age rating system for videogames 53% aware of PEGI age rating symbols 35% aware of PEGI content symbols EXTENT TO WHICH THE SYMBOLS ARE... PEGI AGE RATING SYMBOLS PEGI CONTENT SYMBOLS 75% 81% 84% 85% Clear Useful Clear Useful % NET Fairly/Very Clear: Amongst those aware of symbols Useful: Amongst parents of children who game 22% are aware of an age rating system for games, but only 14% are aware of PEGI ratings. Awareness of the PEGI age ratings increases to 53% after prompting with images. The majority of respondents agree that both sets of symbols are CLEAR and USEFUL.

30 [ 30 ] PEGI RATING SYSTEM SHOULD THE PEGI RATING SYSTEM ALSO APPLY TO APP AND SOCIAL GAMES? (ALL ONLINE RESPONDENTS) 69% agree PEGI ratings should apply to app games 70% agree PEGI ratings should apply to games on social network sites HOW THE AGE RATING SYSTEM FOR VIDEOGAMES SHOULD COMPARE TO MOVIES (ALL ONLINE RESPONDENTS) % AGREE WITH STATEMENT THE MOST 28% 50% 4% The age rating system for videogames should be stricter overall than that used for movies The age rating system for videogames and movies should be the same The age rating system for movies should be stricter overall than that used for videogames 18% Don t know/none of these 7 in 10 agree that PEGI ratings should be applied to app games and games on social network sites, as well as packaged games. ALMOST 3 in 10 believe that the age rating system for games should be stricter than movies, although 50% believe the same level of strictness should be applied to both.

31 ALSO AVAILABLE FROM ISFE AND IPSOS MEDIACT: GameTrack is a multi country tracking survey that provides companies and organisations with a complete view of the video games market. GameTrack includes all devices that might be used for playing video games from PCs and laptops, games consoles and portable games devices through to smartphones and tablets, as well as currently niche devices such as smart TVs. Similarly, it includes all types of games from packaged (new, pre owned and rental) to apps (paid and free) to online games (including downloads, subscriptions, browser games and games on social network sites). GameTrack reports each quarter and is based on a nationally representative sample of over 6,000 individuals aged 6+ in each country for each wave, providing a reliable and robust true measure on how the games market is shifting and the underlying dynamics of the industry. COUNTRIES COVERED USA UK FRANCE GERMANY SPAIN APPS ONLINE PACKAGED TIME SPENT ACQUISITION VALUE

32 LATEST GAMETRACK DATA % PLAYING GAMES IN PAST 12 MONTHS Q Base: all 6+ population ANY video gaming 20m people 35% 29m people 50% 26m people 40% 14m people 40% ANY Packaged 22% 29% 20% 20% ANY Apps 14% 10% 8% 8% ANY Online 19% 25% 18% 18% Downloads 8% 9% 7% 7% Social 8% 13% 9% 9% Multiplayer 8% 6% 4% 4% Browse 8% 7% 8% 8% GameTrack provides a complete view of the videogames market - from overall incidence of gaming to time, volume and value breakdown of specific devices and types of games.

33 FOR MORE INFORMATION DIRK BOSMANS Communication Manager Interactive Software Federation of Europe t: +32 (0) e: dirk.bosmans@isfe.eu w: PAUL MASKELL Research Director Ipsos MediaCT t: +44 (0) e: dirk.bosmans@isfe.eu w:

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